#pragma once
#include "IGameState.h"

#include "Game.h"
/**************************************************************/
// CreditsState class
//	- handles the Credits Screen
//	- SINGLETON (statically allocated, not dynamic)
class CreditsState : public IGameState
{
public:
	/**********************************************************/
	// Singleton Accessor
	static CreditsState* GetInstance(void);


	/**********************************************************/
	// IGameState Interface:
	virtual void	Enter(void)				override;	// load resources
	virtual void	Exit(void)				override;	// unload resources

	virtual bool	Input(void)				override;	// handle user input
	virtual void	Update(float elapsedTime)	override;	// update entites
	virtual void	Render(void)				override;	// render entities / menu


protected:
	/**********************************************************/
	// SINGLETON!
	CreditsState(void) = default;
	virtual ~CreditsState(void) = default;

	CreditsState(const CreditsState&) = delete;
	CreditsState& operator= (const CreditsState&) = delete;


	/**********************************************************/
	// Cursor Index
	int		m_nCursor = 0;

	Game* theGame = Game::GetInstance();

	float offset = 0;
};